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web.452fc005196f9067da53d9e40@news.povray.org...
> AAH! Aral Sea! You chose EXACTLY the concept I am working on! I suppose it
> wasn't such a stretch to think of it-- still, I thought I would get lucky
> :)
>
> Great minds... and all that I suppose. And of course Thomas has done a
very
> similar theme as well.
>
> Well, I think I will enter anyway, I doubt our realizations will be too
> similar, Alain.
>
> -Stefan
>
I won't enter this round so we can't compare :)
Marc
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"Bill Pragnell" <bil### [at] hotmailcom> schreef in bericht
news:web.452fad00196f9067731f01d10@news.povray.org...
> Excellent concept, and I love the image!
>
Thank you indeed, Bill!
> A few thoughts:
> The muddy-seaweed texture on the columns and river bed looks OK from a
> distance, but decidedly procedural from close up! I think a little more
> work on this would improve it no end.
> Not sure about the actual presence of the columns. If you remove the one
> in
> the foreground, it may not be obvious what the others are... and the
> others
> block the view along the river somewhat...
> Maybe a jetty or pontoon on the left, with some stray vertical timbers to
> indicate age? They could get the seaweed treatment instead? Just an idea.
>
Yes, the seaweed is a problem I was aware of for the foreground, especially
as the camera is very close to the ground. It certainly needs more work.
Best should be to detach it completely from the texture and apply it
separately...
The columns seem to interfere with the theme, I understand. I shall try to
replace them and see what that will result in. he jetty idea was there but I
didn't complete it. The problem might be the size of the scene. The jetty
may become to small in relation to the rest. Hmmm. Have to experiment.
Note that this is more a fjord-sized estuary than a river, and thus also
much deeper than a conventional river would be. The outlet is invisible
here, but situated to the right, behind the lighthouse.
> The wreck and the stranded non-wreck look great, and I think the
> river-banks
> look fine.
>
The wreck I built in Silo 1.4; the stranded ship is a detailed third-party
mesh.
> PS I'm quite looking forward to seeing the other entries for this round.
> This topic should produce some real variety!
>
Yes, me too!
Thomas
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"Marc" <jac### [at] wanadoofr> schreef in bericht
news:452fab1d$1@news.povray.org...
>
>> > I'd see some other (not wrecked) ships instead of ruins
>> I like those ruins <sniff>
> I like them too :)
> IT is just that they weaken the topic if it is "absence" (if not it's ok
> :)
>
Yeah... that's true.
Never understood why those guys built right at that place... They ruined my
picture!
Thomas
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"Smws" <smw### [at] poboxcom> schreef in bericht
news:web.452fc233196f9067da53d9e40@news.povray.org...
>
> Thomas: an excellent image! I love your concept (uncomfortably close to
> mine...) and I think you have executed it very well. I like the
> slime/seaweed especially, maybe it should coat the rocks and shells a
> little bit too? Right now the nubbly tan rocks look like they were put
> there later (but they are very rocklike).
>
Thank you indeed Stefan!
I am curious to see your work. I waited (almost) till the end before showing
this image, not to be too much influenced by others, or influence others
instead. Now, in the last straight line, it does not matter so much.
There is more effort to be put into the seaweed. That will be more difficult
I am afraid.
> The decayed and abandoned ships I like very much- you model them with
> primitives? Also: the closest pillar is a little too close for the texture
> to work, in my opinion. The edges on it should be more rounded, from ages
> beneath the sea, and it should have little pockmarks and roughness- or
> just
> move it a little away from the camera, and "feature" the decaying hull
> instead.
>
The decayed ship I modelled in Silo1.4 and exported (through Poseray) to a
mesh2. Very rapidly, so it is not really a sea-worthy ship, but to bring the
idea over. The stranded ship is a detailed third party mesh.
> Also, I was unable to find the drain. More prominent?
Well, I prefer it to remain almost invisible and not draw too much
attention. It is just a little joke added.
Thomas
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"Remy Closset" <rem### [at] neuffr> schreef in bericht
news:452fc697$1@news.povray.org...
> Thomas
>
> Beautiful procedural textures, as always in your work. Strange atmosphere.
> Only is missing an archeologist wotking with a toothbrush.
>
Thank you Remy!
Yes, the archeologist could be added indeed (after the IRTC). I shall think
about it.
Thomas
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I am presently at a loss to solve this puzzle:
- I have the seaweed on the sand coded as a layered texture (sand texture +
weed texture);
- I have the shells traced randomly in a while loop, with their own texture;
- I have those columns also traced randomly, with a layered texture (stone +
weed);
- How can I make the seaweed also cover any object on the sand (shells or
others)? I cannot do this by putting a weed texture on top of a union of the
HF and the random objects.
So, what would be a practical solution? Do the same as for the columns?
The problem is that I have to carefully rescale the weed texture each time.
I did not really do that for the stones on the sand for instance, and you
see the difference.
Any smart idea?
Thomas
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"Thomas de Groot" <t.d### [at] internlnet> wrote:
> - How can I make the seaweed also cover any object on the sand (shells or
> others)? I cannot do this by putting a weed texture on top of a union of the
> HF and the random objects.
Pre-declare a weed texture. Apply it to objects after all transformations...
then objects in the same place should end up textured the same. If you need
different scale factors, use different weed textures.
I have no idea if that will help!
I sympathise; I had some real headaches getting the moss texture onto the
bricks in my knotworld...
Bill
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Thomas de Groot nous apporta ses lumieres en ce 14/10/2006 03:18:
> "Bill Pragnell" <bil### [at] hotmailcom> schreef in bericht
> news:web.452fad00196f9067731f01d10@news.povray.org...
>> Excellent concept, and I love the image!
> Thank you indeed, Bill!
>> A few thoughts:
>> The muddy-seaweed texture on the columns and river bed looks OK from a
>> distance, but decidedly procedural from close up! I think a little more
>> work on this would improve it no end.
>> Not sure about the actual presence of the columns. If you remove the one
>> in
>> the foreground, it may not be obvious what the others are... and the
>> others
>> block the view along the river somewhat...
>> Maybe a jetty or pontoon on the left, with some stray vertical timbers to
>> indicate age? They could get the seaweed treatment instead? Just an idea.
> Yes, the seaweed is a problem I was aware of for the foreground, especially
> as the camera is very close to the ground. It certainly needs more work.
> Best should be to detach it completely from the texture and apply it
> separately...
> The columns seem to interfere with the theme, I understand. I shall try to
> replace them and see what that will result in. he jetty idea was there but I
> didn't complete it. The problem might be the size of the scene. The jetty
> may become to small in relation to the rest. Hmmm. Have to experiment.
> Note that this is more a fjord-sized estuary than a river, and thus also
> much deeper than a conventional river would be. The outlet is invisible
> here, but situated to the right, behind the lighthouse.
>> The wreck and the stranded non-wreck look great, and I think the
>> river-banks
>> look fine.
> The wreck I built in Silo 1.4; the stranded ship is a detailed third-party
> mesh.
>> PS I'm quite looking forward to seeing the other entries for this round.
>> This topic should produce some real variety!
> Yes, me too!
> Thomas
You can reduce the number of columns, just keeping a very few. Now, there will
be 2 things missing: the water and some very old, once submerged, building. Keep
the slanted ones.
--
Alain
-------------------------------------------------
If you have one lawyer in town, he goes hungry.
If you have two lawyers in town, they both get rich.
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From: Thomas de Groot
Subject: Re: Down the Drain (wip): Seaweed problem
Date: 15 Oct 2006 03:08:23
Message: <4531de67@news.povray.org>
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"Bill Pragnell" <bil### [at] hotmailcom> schreef in bericht
news:web.4530f31d52e313ca73aa1b360@news.povray.org...
> Pre-declare a weed texture. Apply it to objects after all
> transformations...
> then objects in the same place should end up textured the same. If you
> need
> different scale factors, use different weed textures.
>
Hmm... essentially, that is what I did already. The main problem is that the
different object categories (stones, shells, column segments, wood fragment)
have their own basic texture already. I have been playing with the idea -
like you suggest - to add a final weed texture after everything is done, but
that doesn't work (or I did it wrong). Only the basic textures appear, not
the overlying weed texture.
> I sympathise; I had some real headaches getting the moss texture onto the
> bricks in my knotworld...
>
I can very well imagine!! Thanks indeed for the idea.
Thomas
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"Alain" <ele### [at] netscapenet> schreef in bericht
news:4530f622@news.povray.org...
>
> You can reduce the number of columns, just keeping a very few. Now, there
> will be 2 things missing: the water and some very old, once submerged,
> building. Keep the slanted ones.
>
Yes, that is a nice solution indeed. Thanks!!
Thomas
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